While I'm waiting for some things to come together on the Jummping Jimmy project I thought I'd throw together a couple of quick shoot-em-ups for fun. It would be nice if some folks could run this and give me some stats.

I'm looking for:

FPS - while you're flying, not on the main screenOSVideo Card

There are two batch files one for full screen and one for windowed mode.

Entering Video Mode: 640x480x32@0Exception in thread "main" java.lang.InternalError: Could not set display mode at sun.awt.Win32GraphicsDevice.configDisplayMode(Native Method) at sun.awt.Win32GraphicsDevice.setDisplayMode(Win32GraphicsDevice.java:260) at com.sas.planetation.gui.FullScreenJFrame.initToScreen(Unknown Source)

at com.sas.f15strike.Main.<init>(Unknown Source) at com.sas.f15strike.Main.main(Unknown Source)

BTW, FullScreen crashed out horribly on me too when I exited (system halted after I seeing part of my desktop in 640x480). I usually don't have this problem so maybe you're not properly exiting full screen mode?

Annoying that you can come up with so much working stuff so quickly Takes me ages.

Thanks but:

Quickly? I've been working on this engine for 12 months or more now. I love your LWJGL thing but I'm simply not interested in dealing with 3D (for the time being), I need to get good at 2D first. Perhaps I should consider putting up my Planetation system on SourceForge like you did with the LWJGL.

I'm really concerned about the results for Herkules, erikd and EgonOlsen. I guess I need to work more on the smooth movement for Herkules' machine (OS/video/speed combination) and the frame rate variation for erikd is just to disgusting to talk about.

I can't for the life of me understand what is causing the BSOD. Time to go buy some other machines so I can test on other OS/video card combinations.

Looking at what has been reported so far I would say the minimum machine for a smooth Java game is:

P3 700Mhz with a TNT2

This given that my system (2D code) doesn't seem to be effected too much by resolution.

I'm waiting to hear from some Linux folks, and anyone with the 1.4 (beta?) for Mac OS X.

The garbage collection has to be the FPS counter as that is the only thing creating new objects. So that will go away. Can't wait to buy the production version of XAP!!!

EgonOlsen: Is the crash only when you exit Fullscreen mode or in windowed mode as well?

Also are you finding any hs_err_pid1884.log type filenames on your system? These seem to be produced when the SDK freaks out, that would mean that it isn't my code but an interaction between the SDK and the video drivers and therefore something to be reported to Sun.

Was jerky as is, but got smooth when i set the concGC flag.Was a little faster, also.windowed mode has flipping problems and background of the title page is not cleared, and shows the previously underlying window content.

Just a note. Where do all creators of scroll games took the idea that the shadow of an object could be smaller than the object itself? Never understood that...

EgonOlsen: Is the crash only when you exit Fullscreen mode or in windowed mode as well?

Also are you finding any hs_err_pid1884.log type filenames on your system? These seem to be produced when the SDK freaks out, that would mean that it isn't my code but an interaction between the SDK and the video drivers and therefore something to be reported to Sun.

No, windowed mode exits fine, but fullscreen writes a core dump and reboots. It's the only program i own that does this on my machine, so i think it's a cool feature... Seriously, i don't know what happens and there is no log-file. Other fullscreen apps are working fine...

Am I the only one here thinking that 50fps from 2GHz is not much for a game that nearly does nothing??

Certainly. on my machine, it takes approximatively 40% of the processor (at 1.1Ghz, the game could not take enough power to make the processor go to 2.2 ghz). if the game was tu use the whole speed, it would certainly get way faster. Maybe this is due to the timer resolution, or capped framerate?

Just a note. Where do all creators of scroll games took the idea that the shadow of an object could be smaller than the object itself? Never understood that...

I originally had the shadow the same size but it looked too much like the plane was about 5 feet from the ground. Since the ground enemies are going to be considerably smaller sprites than the plane (and you're flying over buildings) it needs to look like the plane is high in the air. Thus the plane is closer to you than the planes shadow so the shadow should be smaller.

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Ok, someone needs to be negative again....

Am I the only one here thinking that 50fps from 2GHz is not much for a game that nearly does nothing??

My Q3A on my 700MHz box runs with ~100fps!

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Certainly. on my machine, it takes approximatively 40% of the processor (at 1.1Ghz, the game could not take enough power to make the processor go to 2.2 ghz). if the game was tu use the whole speed, it would certainly get way faster. Maybe this is due to the timer resolution, or capped framerate?

I don't remember exactly, and I don't have the code in front of me, but I think I'm sleeping 10ms between frames, in windowed mode, and 7ms, in full screen mode, to give the CPU a break. This isn't particularly acurate, as we all know, thus the widely varying frame rates. However since I'm not updating the objects based on frame count but on time passed the game should run basically the same on all machines ( I hope ).

EDIT:

Just another thought or two. The FPS counter is definately causing garbage as well as all of the keyboard events.

There is a fair amount of alpha blending going on which can't be accelorated. The entire area of the shadows and the edges of the plane are not opauqe.

The point of counting the FPS is so I can tell when I add something that suddenly kills the performance. Something that can't always be visually noticed.

Herkules: I finally saw the left/right movement jitters you spoke about. Annoying as hell visually, wonder why it doesn't happen very often for me?

Thanks to everyone that took the time to give me stats and error reports.

Well I've added the first gun turret type enemy. You can now get shot and you can shoot the turrets. You can use both the missles and the guns. The gun are far less effective than the missles so you get more points for using them.

The missles only hit a target when they have been locked on before firing. You do this by placing the recitle over the target and when it turns red and starts spinning you fire a missle.

I added music but I have removed it for the time being as it caused the processor usage to double.

Note that I have done everything I can think of to get rid of the flashing under windowed mode. It simply won't go away without make the frame rate like 2FPS. I tried BufferStrategy, may own back buffering, volatile images non volatile images, bleh, bleh, bleh.

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